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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Vector3i" version="4.0">
	<brief_description>
		Vector used for 3D math using integer coordinates.
	</brief_description>
	<description>
		3-element structure that can be used to represent positions in 3D space or any other pair of numeric values.
		It uses integer coordinates and is therefore preferable to [Vector3] when exact precision is required.
		[b]Note:[/b] In a boolean context, a Vector3i will evaluate to [code]false[/code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. Otherwise, a Vector3i will always evaluate to [code]true[/code].
	</description>
	<tutorials>
		<link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
	</tutorials>
	<methods>
		<method name="Vector3i">
			<return type="Vector3i">
			</return>
			<argument index="0" name="x" type="int">
			</argument>
			<argument index="1" name="y" type="int">
			</argument>
			<argument index="2" name="z" type="int">
			</argument>
			<description>
				Returns a [Vector3i] with the given components.
			</description>
		</method>
		<method name="Vector3i">
			<return type="Vector3i">
			</return>
			<argument index="0" name="from" type="Vector3">
			</argument>
			<description>
				Constructs a new [Vector3i] from [Vector3]. The floating point coordinates will be truncated.
			</description>
		</method>
		<method name="max_axis">
			<return type="int">
			</return>
			<description>
				Returns the axis of the vector's largest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_X].
			</description>
		</method>
		<method name="min_axis">
			<return type="int">
			</return>
			<description>
				Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_Z].
			</description>
		</method>
		<method name="sign">
			<return type="Vector3i">
			</return>
			<description>
				Returns the vector with each component set to one or negative one, depending on the signs of the components.
			</description>
		</method>
	</methods>
	<members>
		<member name="x" type="int" setter="" getter="" default="0">
			The vector's X component. Also accessible by using the index position [code][0][/code].
		</member>
		<member name="y" type="int" setter="" getter="" default="0">
			The vector's Y component. Also accessible by using the index position [code][1][/code].
		</member>
		<member name="z" type="int" setter="" getter="" default="0">
			The vector's Z component. Also accessible by using the index position [code][2][/code].
		</member>
	</members>
	<constants>
		<constant name="AXIS_X" value="0">
			Enumerated value for the X axis.
		</constant>
		<constant name="AXIS_Y" value="1">
			Enumerated value for the Y axis.
		</constant>
		<constant name="AXIS_Z" value="2">
			Enumerated value for the Z axis.
		</constant>
		<constant name="ZERO" value="Vector3i( 0, 0, 0 )">
			Zero vector, a vector with all components set to [code]0[/code].
		</constant>
		<constant name="ONE" value="Vector3i( 1, 1, 1 )">
			One vector, a vector with all components set to [code]1[/code].
		</constant>
		<constant name="LEFT" value="Vector3i( -1, 0, 0 )">
			Left unit vector. Represents the local direction of left, and the global direction of west.
		</constant>
		<constant name="RIGHT" value="Vector3i( 1, 0, 0 )">
			Right unit vector. Represents the local direction of right, and the global direction of east.
		</constant>
		<constant name="UP" value="Vector3i( 0, 1, 0 )">
			Up unit vector.
		</constant>
		<constant name="DOWN" value="Vector3i( 0, -1, 0 )">
			Down unit vector.
		</constant>
		<constant name="FORWARD" value="Vector3i( 0, 0, -1 )">
			Forward unit vector. Represents the local direction of forward, and the global direction of north.
		</constant>
		<constant name="BACK" value="Vector3i( 0, 0, 1 )">
			Back unit vector. Represents the local direction of back, and the global direction of south.
		</constant>
	</constants>
</class>